Of Heroics, Love, and Time Travel

Just to clarify. I know Kendra is the party thief, but is she the one the Hero eventually hooked up with? I forgot. :oops:
 
Hm, we don't have much in terms of valuables.

Except the ship, I guess.

[X] Try to bribe them
 
Just got to the quest, what was our rationale for coming to the thieves guild again? Like... What did y'all intend to accomplish here?
 
1-6: The Thieves Guild
[X] Try to bribe them

Quickly you think over your options, trying to devise the one that best achieves your goals. Fighting is out automatically, not with the position you're starting from. That would just be the best way to end up dead, which is not exactly the best way to top off a daring escape like the one that you pulled. That also removes running away as an option, though it's slightly more likely to succeed.

The next option you come up with is name dropping Kendra in the hope that that gets you somewhere, but that's risky as well. At this point she isn't the most liked person in certain elements of the underworld, so it could just make your situation worse if they think you're an associate of hers. Guilt by association is not great.

Which leaves one option; bribery. Now your ship isn't worth much, at least to a thieves guild, but there is something you have in your possession that you're sure would be very useful to them. Even if at the moment it is something of a limited currency, but if it gets you what you want then it's best to spend it while you have it.

That thing is very simple, yet very powerful. It's information.

"Hang on guys," you say quickly before they can strike. "If you kill me now, your boss is gonna be pretty disappointed that you killed one of the few people that knows where the Ring of Karrakh is."

The two exchange wordless glances, but to your satisfaction they don't try to kill you just yet. Seems the promise of lost relics is as enticing as ever. "How do we know you're telling the truth?" That's the other guy, revealing that he can speak after all. For some reason you had actually wondered that.

You flash the speaker a grin as you gesture around. "Well, I managed to find this place didn't I? I know a bunch of other places too, like how to get into the secret vault beneath the Arsenal for example. So unless your bosses want to lose out on this opportunity, you'll leave me alone. Besides, you can always finish me off later if you feel like it."

Admittedly that isn't exactly a reason as to why they should believe you, but apparently the opportunity is enough to make them back off for the moment. They don't go far of course, gesturing for you to head forwards before falling in alongside you. "You guys need to work on your people skills," you note as you begin moving forward once again.

The stone tunnels run on past where you were stopped, twisting and turning in the beginning of what you know to be a maze of catacombs that extend beneath the city. A lot of stuff falls between the cracks here, which makes it the perfect hiding spot for a lot of people. It's no coincidence that the guild is down here too.

A damp chill continues to grow as you move along, letting your escorts guide you from the rear. Things seem mundane enough, but you wouldn't put it past them to have plenty of traps that you could wander into. It isn't hard for your mind to devise some for these tight corners and enclosed spaces as you walk along.

Soon you arrive in a dead end, one that looks like many of the various sealed halls that exist in this place. But you know better, and step to the side so your escorts can shift two bricks, causing a hidden door to swing back. Impressive, if only because of what it must have taken to install this down here without anyone noticing.

"And here we are," you say, more to yourself than anyone else as you move on through. The following tunnel is a bit more cramped but is also comparatively shorter, and you are forced to lead the way once again. Fortunately it doesn't go on for too long and you soon emerge into a much wider space beyond it. What purpose it used to serve you can't say, but now it's been modified into a thieves den with a high vaulted roof, surface entrance, and various rooms for sleeping, storage, and even some training. As far as secret lairs go it isn't half bad.

The guards nod, taking up a looser formation as you look around at the others already present. Right, they don't have to be as alert because there's a whole lot more people here to deal with you if you do something suspicious. "He's on the second level," they tell you, though you wonder how they know that. They've been with you, haven't they?

Well there's nothing to be don by it, so you head around and move up stone stairs to the second level. And indeed their leader is waiting there, standing next to a wooden table near the center of the facility as he looks over some forms laid down in front of him. "So, you're Jericho," you call out with a grin, not expecting to get away with sneaking up on him.

Jericho is a taller individual, sporting a stubble that is on its way to becoming a full goatee. He's got a cloak on with the hood up, a tunic, boots, and bracers on his arms. If he's going for the stereotypical look then he's definitely doing a good job at it.

He turns to face you, though the direction of the light from above combined with the cloak makes it basically impossible to see the upper portion of his face. But that's alright, you'll manage somehow. "And you must be the great Genevieve Kadwell. I heard you'd arrived in town." His sources must work fast if he's heard that already.

You grin, bowing as you accept the compliment. "The one and only. I see my reputation precedes me."

Jericho shifts into a smirk, which doesn't quite put you at ease. "Indeed it does. I'd ask what business Amanox wants with me, but the fact that you showed up in a ship full of hols indicates that that relationship isn't very strong at the moment."

A shake of the head conveys your opinion of that assessment. "I decided that working for a genocidal maniac wasn't best for my long term career prospects," you inform him. With that explanation out of the way you move on to the reason that you're really here. "I need to find Evander and the other champions. Do you know where they are?"

"I may have some idea," Jericho admits as he glances over to the your escorts. "What makes you think they want to meet you though?"

That's a thought you are unwilling to entertain. "I have information they want if they're going to stop Amanox. I mean, I did work for the guy and all."

"She knows where the Ring is," one of your guards interjects, leaving you to shrug and wait to see what kind of reaction that gets. You'd hoped to hold on to that a bit longer for if he proved difficult, but there's no helping it after all.

That smirk he has on doesn't diminish, leaving you to impatiently wait for some kind of response. "Is that so? She wouldn't be the first one to make such a claim, but I suppose working for Amanox might have given her some information that we don't have yet. Do you know how to get it?"

You nod, crossing your arms over your chest whilst resisting the urge to tap your foot in annoyance. "A general idea." Well, you did have to go and get the damn thing as part of the original plan to stop Amanox. The Ring strengthens the bond between the user and more spiritual planes, giving you a greater access to magic which you used in the final battle.

Jericho audibly hums, scratching his chin in silent consideration. "Alright," he says at last. "I can give you what you need to know. But you have to help me out in turn. Go with some of my people and get the Ring from wherever it is, and bring it back here."

A possibility, though not one you relish all that much since you'll probably need the Ring at some point. "What if I don't want to do that? It's a bit much just for some map info," you point out.

"Fair enough," he cedes without argument. "Otherwise, I have a different problem you can help solve. One of my smuggling routes has been cut off, and with how the city is doing I know it wasn't the authorities. Go find out why and fix it. Then I'll tell you what you need to know."

Dangerous, but a lot less difficult than going to retrieve a long lost relic. You might even be able to get something out of it besides information in the process. Who knows what smugglers might have left behind?

For now Jericho stands waiting. It isn't the only option you have, but he's going to want a decision soon regardless of what you choose.

[ ] Go retrieve the Ring
[ ] Investigate the smuggling route
[ ] Try to work out a different arrangement
[ ] Refuse and leave
 
[X] Investigate the smuggling route

Seems reasonable, the only worry I can think of is time. Taking too long to catch up with the heroes could cause problems for us, not to mention it'd mean more time for the cleric to get her hooks into the hero reducing our chances of husbando-ing him.
 
[x] Go retrieve the Ring

Just murderize the Guild when you need it again. Are we adventurers or not? :p
 
It does whenever I play them! Do a fetch quest, get XP, kill the quest-giver for XP and loot the items back! "The way it's meant to be played." (c)

We'll put Kendra in charge of the survivors, don't worry!
 
Last edited:
1-7: The Thief's Mission
[X] Investigate the smuggling route

Normally while you might like the help, leaving a potentially valuable and necessary relic in the hands of the Thieves Guild doesn't sound like a winning proposition. Given they're all a bunch of thieves, you don't feel confident that you can steal it back, at least not with how things are. But you can't just leave here without what you came for, which means pursuing the other option.

"Fine," you say at last. "I'll help you reopen that smuggling route. And in return you give me my information. Got it?"

Jericho shrugs, taking a step back. "Of course. I am the one who suggested it after all, and I am a man of my word." You have to assume that that's true, if only because you don't have many other options when it comes down to it. Finding someone else will take time, time that you might not have anymore.

Well, with that settled there's only one thing to do. You aren't going to solve this problem just sticking around here. "So where am I going?"

A gesture is given to your escorts, who step to your sides once again. "They'll show you the place. I figure that way you won't get lost. Good luck out there," he says before turning back to the nearby table, indicating that the conversation is over.

Eh, they're probably there to keep an eye on you, again, but you don't mind the help. Their route had to get closed off by something, and having some extra muscle around couldn't hurt in dealing with it. Or to serve as a distraction. Whatever ends up happening you suppose.

You mentally shrug before turning on your heels and heading away from the hideout. "Alright, where do we go first?" you ask your escorts, looking to them for direction. You still don't know the layout of all these tunnels leaving them as your only guide.

They don't answer you at first, waiting until you have left the hideout. "This way." The one on your left gestures down another tunnel, and you resign yourself to getting the silent treatment the entire time. Naturally you head that way, moving towards the location of their route.

Of course, walking along poses all the same problems that coming here in the first place did. It's cold, on the damp side, and all these tunnels look the same. There have to be some hidden signs around for your guides to keep everything straight, and this is coming from someone who is good with following directions!

"So, do you guys have names?" you ask as you walk along, trying to break the silence as best you can. Having some connections in the guild couldn't hurt even if they don't seem to like you that much at the moment.

"Alera," says the one closer to you at the moment, the one with a hood of a slightly lighter shade of brown.

"Trevor," the other replies. His clothing seems to be a slightly better quality, though it does seem to be the same to some degree. "This way." He gestures down a side tunnel before heading that way himself, leading onwards without pause. So far so good, though your effort for conversation may have fallen a bit flat footed.

Eventually you draw close to your destination, and the tunnels begin to take on a different demeanor. There's more moss and cracked stone, an indication that these tunnels are older than the ones directly beneath the city. You'd guess that you are somewhere near the outskirts of Kiton, though you aren't sure without looking up above ground to see what you might find. Ultimately it doesn't matter that much though.

You look around, trying to locate the source of the problem. "So I'm guessing it's not just a collapsed tunnel," you say aloud. They would have been able to deal with it if it were that simple. You aren't that kind of engineer anyways.

Trevor shakes his head, producing a dagger as he moves along. "People moving along this route and vanished. Or shown up traumatized and unable to remember what happened." That doesn't exactly sound like a promising sign, to be honest.

Looking over, you find that Alera has pulled out her weapon as well, which leaves you increasingly nervous as time goes by. After a few moments you pull out your wrench and thumb the button that extends the prongs of the head to their most open position. It's actually a crescent wrench, but far larger and much more useful than its mundane counterpart, a dark grey mixed with orangeish plating to give it an appearance that is distinctly yours. It also makes it more durable and resistant to corrosion. "Why didn't you guys do this earlier?"

Still watching your guides, you find that the duo have altered their step and posture, becoming more 'stealthy', or at least making a conscious effort to dull the amount of noise they're making. "I don't know," Alera admits. "Not my decision. But we're going now." She doesn't seem very bothered by it. At least you're close to the problem spot.

Your conversation is interrupted as a strange sound emanates from one of the nearby tunnels as you pass by. It's strange, almost like a scratching sound against the stone that the tunnels is made of. A glance doesn't reveal anything though, leaving your mind wondering. Is it a rat? A water spirit? It's possible.

Illumination comes quickly, as something springs out of the water running through the nearby channel and attacks with a hiss. It comes right at you without hesitation, only to be struck in the side by a thrown knife. If that doesn't finish it then your wrench slamming into the side of its head does, sending it crashing to the ground.

You don't have time to look at it though as more hissing fills the air, accompanied by the crash of metal as you find that you're basically surrounded by more of those things emerging. Trevor and Alera seem to have their particular flanks covered, so you decide to just chip in wherever needed with your wrench. These two look like they're used to fighting together, and you know how group combat works.

"Guess we know what keeps happening to your people," you grunt as you swat aside another [url=https://vignette4.wikia.nocookie.net/realm-of-midgard/images/7/76/Grick.jpg/revision/latest?cb=20140329015536]Grick[/url] with a powerful blow. Normally these things would just be considered nuisances, but the crisis above must have let them grow and expand more than normal until they became a real problem.

At least they aren't that strong individually, so their only real advantage is their numbers. At least that's negated in these tunnels a bit as your group pulls back from the intersection, so thy can only hit you from two directions. The one in front of you is finished off with a powerful overhead blow that caves its head in before you turn to help your guards.

They're handling themselves well, and with your help the small group of attacker sis finished off. That wasn't much of a problem, but if there were a lot of them you could see how someone might get overwhelmed.

As they're busy retrieving and cleaning their weapons, you look around to make sure your surroundings are secured. That just leaves you with the question of what to do next. Technically you've accomplished your mission, but this could be unrelated to what's happening to the travelers. And who knows how big the problem actually is, which means you might just be walking away from a major crisis in the making. And that's if the two of them even let you walk away.

Well, somehow you get the impression that your excitement isn't over just yet.

[ ] Do nothing, make sure you aren't about to get attacked
[ ] Report back to Jericho
[ ] Continue down the tunnels
[ ] Try to find the source of the Grick
 
Gricks aren't so horrible as to cause mental trauma and memory loss. It's more likely that the actual problem is whatever it is that makes them agitated.

[x] Continue down the tunnels

Edit: If breaking a tie is needed, count me for [X] Try to find the source of the Grick
 
Last edited:
Back
Top